VideoCommon: flush vertex manager if components change

This commit is contained in:
Tillmann Karras 2015-11-01 22:39:31 +01:00
parent 491e149545
commit 983978ee66
15 changed files with 56 additions and 51 deletions

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@ -525,14 +525,14 @@ void PixelShaderCache::Shutdown()
g_ps_disk_cache.Close();
}
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
{
PixelShaderUid uid;
GetPixelShaderUid(uid, dstAlphaMode, API_D3D, components);
GetPixelShaderUid(uid, dstAlphaMode, API_D3D);
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code;
GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
GeneratePixelShaderCode(code, dstAlphaMode, API_D3D);
pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
}
@ -562,7 +562,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
// Need to compile a new shader
ShaderCode code;
GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
GeneratePixelShaderCode(code, dstAlphaMode, API_D3D);
D3DBlob* pbytecode;
if (!D3D::CompilePixelShader(code.GetBuffer(), &pbytecode))

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@ -20,7 +20,7 @@ public:
static void Init();
static void Clear();
static void Shutdown();
static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 components); // TODO: Should be renamed to LoadShader
static bool SetShader(DSTALPHA_MODE dstAlphaMode); // TODO: Should be renamed to LoadShader
static bool InsertByteCode(const PixelShaderUid &uid, const void* bytecode, unsigned int bytecodelen);
static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; }

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@ -151,16 +151,14 @@ void VertexManager::Draw(u32 stride)
void VertexManager::vFlush(bool useDstAlpha)
{
u32 components = VertexLoaderManager::GetCurrentVertexFormat()->m_components;
if (!PixelShaderCache::SetShader(
useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE, components))
useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
return;
}
if (!VertexShaderCache::SetShader(components))
if (!VertexShaderCache::SetShader())
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
return;

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@ -184,14 +184,14 @@ void VertexShaderCache::Shutdown()
g_vs_disk_cache.Close();
}
bool VertexShaderCache::SetShader(u32 components)
bool VertexShaderCache::SetShader()
{
VertexShaderUid uid;
GetVertexShaderUid(uid, components, API_D3D);
GetVertexShaderUid(uid, API_D3D);
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code;
GenerateVertexShaderCode(code, components, API_D3D);
GenerateVertexShaderCode(code, API_D3D);
vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
}
@ -217,7 +217,7 @@ bool VertexShaderCache::SetShader(u32 components)
}
ShaderCode code;
GenerateVertexShaderCode(code, components, API_D3D);
GenerateVertexShaderCode(code, API_D3D);
D3DBlob* pbytecode = nullptr;
D3D::CompileVertexShader(code.GetBuffer(), &pbytecode);

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@ -19,7 +19,7 @@ public:
static void Init();
static void Clear();
static void Shutdown();
static bool SetShader(u32 components); // TODO: Should be renamed to LoadShader
static bool SetShader(); // TODO: Should be renamed to LoadShader
static ID3D11VertexShader* GetActiveShader() { return last_entry->shader; }
static D3DBlob* GetActiveShaderBytecode() { return last_entry->bytecode; }

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@ -176,10 +176,10 @@ void ProgramShaderCache::UploadConstants()
}
}
SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components, u32 primitive_type)
SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 primitive_type)
{
SHADERUID uid;
GetShaderId(&uid, dstAlphaMode, components, primitive_type);
GetShaderId(&uid, dstAlphaMode, primitive_type);
// Check if the shader is already set
if (last_entry)
@ -214,8 +214,8 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components
ShaderCode vcode;
ShaderCode pcode;
ShaderCode gcode;
GenerateVertexShaderCode(vcode, components, API_OPENGL);
GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
GenerateVertexShaderCode(vcode, API_OPENGL);
GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL);
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders && !uid.guid.GetUidData()->IsPassthrough())
GenerateGeometryShaderCode(gcode, primitive_type, API_OPENGL);
@ -396,20 +396,20 @@ GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const char* code)
return result;
}
void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 components, u32 primitive_type)
void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 primitive_type)
{
GetPixelShaderUid(uid->puid, dstAlphaMode, API_OPENGL, components);
GetVertexShaderUid(uid->vuid, components, API_OPENGL);
GetPixelShaderUid(uid->puid, dstAlphaMode, API_OPENGL);
GetVertexShaderUid(uid->vuid, API_OPENGL);
GetGeometryShaderUid(uid->guid, primitive_type, API_OPENGL);
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode pcode;
GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL);
pixel_uid_checker.AddToIndexAndCheck(pcode, uid->puid, "Pixel", "p");
ShaderCode vcode;
GenerateVertexShaderCode(vcode, components, API_OPENGL);
GenerateVertexShaderCode(vcode, API_OPENGL);
vertex_uid_checker.AddToIndexAndCheck(vcode, uid->vuid, "Vertex", "v");
ShaderCode gcode;

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@ -88,8 +88,8 @@ public:
static PCacheEntry GetShaderProgram();
static SHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 components, u32 primitive_type);
static void GetShaderId(SHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 components, u32 primitive_type);
static SHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 primitive_type);
static void GetShaderId(SHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 primitive_type);
static bool CompileShader(SHADER &shader, const char* vcode, const char* pcode, const char* gcode = nullptr);
static GLuint CompileSingleShader(GLuint type, const char *code);

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@ -160,11 +160,11 @@ void VertexManager::vFlush(bool useDstAlpha)
// the same pass as regular rendering.
if (useDstAlpha && dualSourcePossible)
{
ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, nativeVertexFmt->m_components, current_primitive_type);
ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, current_primitive_type);
}
else
{
ProgramShaderCache::SetShader(DSTALPHA_NONE, nativeVertexFmt->m_components, current_primitive_type);
ProgramShaderCache::SetShader(DSTALPHA_NONE, current_primitive_type);
}
// upload global constants
@ -178,7 +178,7 @@ void VertexManager::vFlush(bool useDstAlpha)
// run through vertex groups again to set alpha
if (useDstAlpha && !dualSourcePossible)
{
ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS, nativeVertexFmt->m_components, current_primitive_type);
ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS, current_primitive_type);
// only update alpha
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);

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@ -114,9 +114,6 @@ public:
u32 GetVertexStride() const { return vtx_decl.stride; }
const PortableVertexDeclaration& GetVertexDeclaration() const { return vtx_decl; }
// TODO: move this under private:
u32 m_components; // VB_HAS_X. Bitmask telling what vertex components are present.
protected:
// Let subclasses construct.
NativeVertexFormat() {}

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@ -14,6 +14,7 @@
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h" // for texture projection mode
@ -165,8 +166,9 @@ template<class T> static inline void WriteAlphaTest(T& out, pixel_shader_uid_dat
template<class T> static inline void WriteFog(T& out, pixel_shader_uid_data* uid_data);
template<class T>
static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
{
const u32 components = VertexLoaderManager::g_current_components;
// Non-uid template parameters will write to the dummy data (=> gets optimized out)
pixel_shader_uid_data dummy_data;
pixel_shader_uid_data* uid_data = out.template GetUidData<pixel_shader_uid_data>();
@ -1168,18 +1170,17 @@ static inline void WriteFog(T& out, pixel_shader_uid_data* uid_data)
out.Write("\tprev.rgb = (prev.rgb * (256 - ifog) + " I_FOGCOLOR".rgb * ifog) >> 8;\n");
}
void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
{
GeneratePixelShader<PixelShaderUid>(object, dstAlphaMode, ApiType, components);
GeneratePixelShader<PixelShaderUid>(object, dstAlphaMode, ApiType);
}
void GeneratePixelShaderCode(ShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
void GeneratePixelShaderCode(ShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
{
GeneratePixelShader<ShaderCode>(object, dstAlphaMode, ApiType, components);
GeneratePixelShader<ShaderCode>(object, dstAlphaMode, ApiType);
}
void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
{
GeneratePixelShader<PixelShaderConstantProfile>(object, dstAlphaMode, ApiType, components);
GeneratePixelShader<PixelShaderConstantProfile>(object, dstAlphaMode, ApiType);
}

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@ -116,6 +116,6 @@ struct pixel_shader_uid_data
typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
typedef ShaderConstantProfile PixelShaderConstantProfile; // TODO: Obsolete
void GeneratePixelShaderCode(ShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
void GeneratePixelShaderCode(ShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);
void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);
void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);

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@ -32,6 +32,7 @@ u32 position_matrix_index[3];
typedef std::unordered_map<PortableVertexDeclaration, std::unique_ptr<NativeVertexFormat>> NativeVertexFormatMap;
static NativeVertexFormatMap s_native_vertex_map;
static NativeVertexFormat* s_current_vtx_fmt;
u32 g_current_components;
typedef std::unordered_map<VertexLoaderUID, std::unique_ptr<VertexLoaderBase>> VertexLoaderMap;
static std::mutex s_vertex_loader_map_lock;
@ -153,7 +154,6 @@ static VertexLoaderBase* RefreshLoader(int vtx_attr_group, bool preprocess = fal
{
native.reset(g_vertex_manager->CreateNativeVertexFormat());
native->Initialize(format);
native->m_components = loader->m_native_components;
}
loader->m_native_vertex_format = native.get();
}
@ -185,9 +185,13 @@ int RunVertices(int vtx_attr_group, int primitive, int count, DataReader src, bo
return size;
// If the native vertex format changed, force a flush.
if (loader->m_native_vertex_format != s_current_vtx_fmt)
if (loader->m_native_vertex_format != s_current_vtx_fmt ||
loader->m_native_components != g_current_components)
{
VertexManager::Flush();
}
s_current_vtx_fmt = loader->m_native_vertex_format;
g_current_components = loader->m_native_components;
// if cull mode is CULL_ALL, tell VertexManager to skip triangles and quads.
// They still need to go through vertex loading, because we need to calculate a zfreeze refrence slope.

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@ -33,5 +33,8 @@ namespace VertexLoaderManager
// These arrays are in reverse order.
extern float position_cache[3][4];
extern u32 position_matrix_index[3];
// VB_HAS_X. Bitmask telling what vertex components are present.
extern u32 g_current_components;
}

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@ -9,14 +9,16 @@
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VideoConfig.h"
static char text[16768];
template<class T>
static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
static inline void GenerateVertexShader(T& out, API_TYPE api_type)
{
const u32 components = VertexLoaderManager::g_current_components;
// Non-uid template parameters will write to the dummy data (=> gets optimized out)
vertex_shader_uid_data dummy_data;
vertex_shader_uid_data* uid_data = out.template GetUidData<vertex_shader_uid_data>();
@ -394,12 +396,12 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
}
}
void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type)
void GetVertexShaderUid(VertexShaderUid& object, API_TYPE api_type)
{
GenerateVertexShader<VertexShaderUid>(object, components, api_type);
GenerateVertexShader<VertexShaderUid>(object, api_type);
}
void GenerateVertexShaderCode(ShaderCode& object, u32 components, API_TYPE api_type)
void GenerateVertexShaderCode(ShaderCode& object, API_TYPE api_type)
{
GenerateVertexShader<ShaderCode>(object, components, api_type);
GenerateVertexShader<ShaderCode>(object, api_type);
}

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@ -60,5 +60,5 @@ struct vertex_shader_uid_data
typedef ShaderUid<vertex_shader_uid_data> VertexShaderUid;
void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type);
void GenerateVertexShaderCode(ShaderCode& object, u32 components, API_TYPE api_type);
void GetVertexShaderUid(VertexShaderUid& object, API_TYPE api_type);
void GenerateVertexShaderCode(ShaderCode& object, API_TYPE api_type);